Guardian Module Reinforcement Package

Guardian Module Reinforcement Packages (GMRP) act similar to normal Module Reinforcement Packages, however they have higher integrity and extra added effects. GMRPs come in two versions:

  • D Class: Higher Absorption 60%, Lower integrity

  • E Class: Lower Absorption 30%, Higher integrity and weight

GMRPs work by absorbing a portion of module damage onto themselves, reducing the amount taken by other modules. External modules only get half the absorption rate of internal modules.

GMRPs stack multiplicatively, as follows using D class for example.

1x D Class = 60%, 2x D Class = 84%, 3x D Class = 94%

Most builds recommend at least 1x GMRP to avoid modules being destroyed instantly from Thargoid weapons, especially on shieldless ship builds as any damage can be devastating without.

GMRPs are also supposed to prevent modules from being shutdown by lightning attacks. However we don’t recommend finding out

Guardian Hull Reinforcement Package

The Guardian Hull Reinforcement Package (GHRP) adds extra hull to your ship along with a stacking 5% caustic resistance. This reduces the overall damage taken from Interceptor Cannon Fire, Caustic Missiles, Thargon Projectiles and other Caustic effects. However due to the inability to engineer GHRPs we DO NOT recommend using these for most builds.

Normal human Hull Reinforcement Packages with G5 Heavy Duty/Deep Plating will greatly outperform a GHRP in the majority of ship builds.

The phasing damage from Thargoid Interceptors is absolute meaning it will ignore this added resistance if you have a shield. GHRPs can be effective in a shieldless build however, especially alongside engineered HRPs. If you chose to use GHRPs, only use these in the smallest possible slots such as C1 or C2. As this will apply the same resistance as a larger Reinforcement Package, without the lack of Engineering being as punishing.

Better version of the Meta-Alloy reinforcements.

Guardian Shield Reinforcement Package

Guardian Shield Reinforcement Packages (GSRP) increase your shield's total MJ capacity by a fixed amount. This also extends the recharge time accordingly.

GSRPs stack additively ie: 2x 1D = 2x the extra MJ.

GSRPs work best with bi-weaves because of the shield regeneration and recovery effects. When running low MJ bi-weaves, the additional flat increase to MJs from GSRPs can significantly boost available MJs. Their usefulness is far reduced when dealing with high MJ prismatics, by way of comparison. 215 extra MJs is 20% of a 1000MJ bi-weave shield with fast charge, and significantly less when compared to the MJs of an equal sized Prismatic shield with reinforced.

Credit to CMDR Vengefire and CMDR Jetlagged

Decontamination Limpet Controller

The decontamination limpet controller allows you to deploy a limpet from your cargo hold that will scrub your ship clean of caustic stacks. The controller requires a cargo rack with at least 1x Limpet. The Limpet can also be sent to another player’s ship if it is within range. Decontamination limpets take a few seconds to remove caustic and also will repair your ship slightly in the process.

Caustic Effects can come in different levels of intensity, For example the caustic effect from a Scout Missile is far weaker than that of flying through a Caustic Cloud from a dead interceptor. This may mean you will require more than 1 limpet to remove the effect from a more intense source.


Xeno Scanner

The Xeno Scanner allows you to identify details of Xeno Vessel that would not be possible without. Depending on the level of scan, this will give you access to more/less info.

Basic Scan

  • Health

  • Shield Health

  • Variant Name and 3D Model

Full Scan

  • All the above

  • Sub-Targeting and sub-target Status (Heart integrity % )

In a wing, only one person requires a scanner, your ship will share the data with your wing once the scan is complete.

  1. Remaining Hearts

  2. Total Health

  3. Sub-Target Health

  4. Variant Name

Shutdown Field Neutralizer

A Shutdown field neutralizer (SFN) allows you to negate the Shutdown Field (EMP) mechanic in Thargoid fights.

How it works

The SFN must be bound to a firegroup. When activated it will rapidly drain the SYS capacitor. The SFN will only stay active while the button is held down and will only prevent an EMP effect if the wave hits you while the SFN is active.

The SFN will also prevent the Shutdown Field from disabling anyone else within 3km of the ship using it.